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EnvironMember Since 21 Apr 2010
Offline Last Active Jul 31 2013 09:47 AM
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Posted Colard on 03 June 2013 - 07:55 AM
Posted Kreeds on 23 May 2013 - 08:31 AM
Posted Udderly on 08 April 2013 - 12:53 PM
Glyphs in MoP offer some really nice opportunity for making changes to suit your playstyle/comp, similar to how the talent trees are now setup. There is really only one mandatory glyph, no matter what comp you play, and the others will vary based on comp/opponent/playstyle quite a bit. Here is my list:
Moonbeast – Absolutely a must when it comes to glyphs (and probably the only one). Being able to heal in form saves the global of going back into form after healing and allows you to keep the 15% damage reduction and 5% party haste from form while you are healing. This could add up to some substantial extra globals over the course of a game.
Stampede – Being able to cast stampeding roar in moonkin form will give you and your party a nice dash and breaks their roots/snares. Again, saves a global when using it. Not a must, but a nice bonus.
Omens – This change has been brutal. Everyone knows that vortex/beam was very gimmicky, but without the glyph of Solar Beam the radius of the beam is so tiny. Omens is a decent choice if you get trained a lot, since you can spam Faerie Fire to get into eclipse, but it's so little energy that I find it underwhelming. Personally, I don't run this glyph anymore since the 5.3 change.
Prowl– If you are playing a triple stealth team (let’s say Rogue/Moonkin/Rsham) having the ability to move faster for the opener can be huge. This one is quite situational though, as it will really only be important for the opener.
Nature’s Grasp – Since they’ve changed the spell to have only one charge this expansion, it’s not as powerful as it once was, but still a really good talent. Being able to use it twice as often is pretty darn powerful vs. melee cleaves. A really good choice.
Barkskin – An old staple. Great defensive glyph, so if you are playing a comp where you are the one who gets trained a lot, I would call this glyph a must, personally.
Cyclone– 5 yards may seem like a small distance, but if you ask anyone who played Moonkin prior to MOP you will hear how much that 4 yards can make a difference in a game.
Entangling Roots – Another one that sounds miniscule, but can be a game changer. Being able to get off a second root on a healer who has been root-beamed, can mean the difference between an 8 second cc and a 12 second cc from one Solar Beam. If you’re talented into vortex, this glyph becomes far less effective (no root/beams), though can still help with managing melee.
Fae Silence – This one has some really cool implications, especially in comps where you are playing more of a utility role, rather than the primary damage dealer. Being able to pop into bear and follow a deep freeze or HoJ up with a 3 second silence when training a healer can be gamebreaking. The only disadvantage (besides losing a global going into bear form) is the 15 second cd that’s triggered on FF when used in bear form. But with dispels having a long cd now, this shouldn’t make it super difficult to keep FF on that annoying rogue or feral.
Most of the other glyphs can have some significance, but IMO are not nearly as gamebreaking as any of these when you’re playing a lazer chicken. I’ll probably start out with Moonbeast, Solar Beam, and Barkskin for the extra cc and survivability, but I expect I’ll be swapping around with Cyclone, Nature’s Grasp, and Stampede depending on the comps I’m running and what our survivability finally settles down like once the devs are no longer tweaking things.
For minor glyphs, it’s mostly fun stuff, but there are a couple key ones:
Grace - Being able to jump down to Mine in AB without switching to catform to prevent damage can be huge. Hop down, cast a rejuv on yourself in mid-air and get to the lazer duty!
Stag: - This allows you to be mounted (ummm…) while in travel form. While we don’t know how this will finally play out in Arena’s with being in combat vs. not, this could certainly have huge implications depending on how they let us do it. Keep watching and I’ll update as we know more.
Tier 1 - Mobility
With the nerf to displacer beast (no longer stealths you or drops target/focus), wild charge has become an excellent choice as well. Whether it's kiting in travel form, jumping backwards just after Typhoon for some big distance to the incoming melee, or going caster form and leaping to your planted mushrooms (even on another level, like the bridge in Blade's Edge), this talent brings a load of utility. It can also be a really great tool for eating traps (drop form, leap to healer, trap). I do still enjoy playing with the new displacer, and find that I change between that and wild charge quite often, depending on the opponent and our comp. I did play with having the 15% all the time increase and since it stacks with other increases, it can be a quite nice way to just stay very mobile, especially for beginners getting used to Druids.
Tier 2 - Healing
As much as I'd like to say there is a choice, this one is a no brainer. 1 minute Nature's Swiftness with a 50% increase on any heal it's used on is humungous. With 5.2 bringing back 25% of pvp power affecting heals coming from dps specs, we should see some really nice healing from Moonkin again. Quite a bump from our really mediocre cata healing. It's also great for that instant clone when someone pops all their cds on you and you can't cast. Cenarion Ward received a substantial healing buff and has its uses (especially vs. LSD 2.0 that just tries to wear your team down) but will be very situational. The other talent isn’t even an option, unfortunately.
Tier 2 - Anti-melee
This tier gives you a bunch of ways to keep that pesky rogue or warrior from smashing your face in. Despite the nerf to a 30 sec cd (was 20) Typhoon is still the best for z-axis maps, such as Blade's Edge or Dalaran (man that Ret is gonna be pissed!). Knocking back a rogue can give you the room to get that clone off on him without getting interrupted. It's also great for an interrupt in a pinch. Faerie Swarm has been buffed to an unlimited number of targets (huge change). Being able to keep a 50% slow on the opposing dps while your shaman goes ghost wolf can be pretty awesome. I would call it situational, now that we can tell who our opponents are before starting a match. Mass Entanglement is great against the hunter zoo, with the cd reduced to 30 seconds. You can use it from range, hit multiple targets, and the cooldown is solid to prevent DR issues. All three talents will have uses in different circumstances.
Tier 4 - DPS
This is the first tier that gives you a change to your DPS. Force of Nature is similar to our old trees, except they now cast wrath, hit a lot harder, instantly root your target on cast, and now have 3 separate charges on 20 second cds. This is a nice replacement for vortex beam, especially since trees are off the global, but giving up Incarnation damage is a pretty big sacrifice. The AI is still super wonky, keeping it mostly inferior to Incarnation. Soul of the Forest is a pick it and forget it talent. It helps you get to your eclipse faster but you don't have any control over it. A good pick for someone learning Moonkin, but the other two give you much more potential. Incarnation is pretty beast. 25% increased eclipse damage for thirty seconds is a lot of damage for a long time. Line this up with an on use trinket, Nature's Vigil (from Tier 6), and your partners cd's and you could be doing a disgusting amount of burst. Not to mention the sweet armor it puts on your character during the cd.
Tier 5 - CC
This is a really fun tier. Bash is the same as our old ability except you can use it in ANY FORM! Pretty great if you don't play with a stun class. Disorienting Roar is basically a slightly longer cd Dragon's Breath that doesn't have a directional requirement. If you are getting trained a lot, this can be a great peel, as well as a way to setup clone/roots chains. Keep in mind that unlike Dragon's Breath, this does break on dot damage. Ursol's Vortex is probably the most fun, especially combined with Solar Beam, and is easily the most potent cc in the game (since you can't trinket vortex or beam). Note* - the nerf to Glyph of Solar Beam made this combo much less potent, but it still has it's uses. I find using vortex just for peeling melee is still great, and if you play an uninformed healer, they will still panic in beam, sprint out, and get sucked back in by vortex.
Tier 6 - Hybrid
This is where we remember that we aren't just a pure lazer turret class. Nature's Vigil gives you the ability to do some healing while putting out more pressure. This could be a great cd to turn the tides when you're team is getting behind. All of a sudden the other team is taking monster damage and your team is getting healed back up. Ideally, you'll be stacking Vigil with your Incarnation/Trees/on-use for extra damage. Dream of Cenarius is going to have the least use, as it is pretty passive throughout. Unless you're facing LSD 2.0 and need to keep up rejuvs on your team non-stop, the other two talents will outshine this one. Heart of the Wild is insanely good for helping your team survive during the other team's burst. The healing is stupidly powerful, and when used right, it can be gamebreaking. Against DoT teams, just having HoTW rejuvs ticking on your entire team over the duration of demon soul/incarnation/etc. can really shut down the pressure of your opponent. The passive int is nice, too, if you want another click and forget talent.
Really good point made by HackAttack3 about the viability of Moonkin in 2's (finally!), mostly due to HoTW. Playing comps such as Lazer + Rogue/Ele/Dk/etc. can be a lot more fun, since you can reset the match with a few well timed heals. Playing with a healer is still pretty painful, but at least 2 dps is a pretty good time and makes for relatively easy point capping.
Mage: This is a really great class to pair up with, no matter which spec they are. Fire Mage/Moonkin creates a very powerful dot comp referred to as "Spicy Chicken Cleave". Frost Mage/Moonkin is probably one of the best comps you can play right now, as a Moonkin.
- CC Diminishing Returns: Roots and Novas, Deep and Bash, Dragon's Breath (fire) and Disorienting Roar(talent), Polymorph and Ring of Frost (talent). Otherwise, you have a ton of CC that doesn't share DR, which is awesome. It may seem like a lot of DR share, but there is so much cc in this comp to begin with that it isn't a concern.
- Symbiosis: Decent target, but you'll most likely give it to your healer in this situation.
- CC Diminishing Returns: Bash and Rogue stuns, Roots and Paralytic Poison (talent, when shiv'd). So basically if you don't spec Bash, the DR issues are almost non existant and you have a ton of cc.
- Symbiosis: Great choice. You both earn a huge defensive cd, making your team an even harder kill.
- CC Diminishing Returns: Nothing! The cc pairing is awesome, adding fear, more silence (shadow), disarm (shadow) and whatever talents they pick up to your arsenal.
- Symbiosis: The best swap. Disc gets clone and you get Mass Dispel. Shadow only gets a weak version of Tranquility, but you still get Mass Dispel which is huge.
- CC Diminishing Returns: Stormbolt (talent) and Bash and Shockwave (talent), possible Spell Reflected CC, Staggering Shout (talent) and Roots. Even with the DR's here, I still think it's a solid amount of CC all around.
- Symbiosis: You give the warrior a root break and he gives you intervene, allowing the two of you to ping pong around the map. Sounds like super interesting gameplay to me.
- CC Diminishing Returns: Chains of Ice root (chiblains talent) and Roots, pet Gnaw and Bash. Not a ton of CC from the DK, but he does bring grip and necrotic which are such unique (and kinda OP sometimes) abilities.
- Symbiosis: Getting AMS is nice, and the mushrooms are fairly good for Unholy. You would probably use it on your healer in this case.
- CC Diminishing Returns: HoJ and Bash. Paladins don't have a ton of cc, but what they have is pretty good stuff.
- Symbiosis: Ret is decent, since you gain an additional HoJ, but they get Wrath from you, which is something that will almost never get used. Holy gets Rebirth, which isn't usable in arena, so it's pretty much a waste.
- CC Diminishing Returns: Shadowfury and Bash and pet Axe Toss. Nothing worth worrying about, so overall the team has a ton of cc choices.
- Symbiosis: An excellent pairing. Lock gains rejuv, meaning you can have hots rolling from both dps on your team and you gain a really solid defensive cd that keeps you from being silenced/interrupted for 8 seconds.
- CC Diminishing Returns: crab Pin and spider Web and Roots, Bash and Intimidation (BM), Freezing Trap and Wyvern Sting and Disorienting Roar. Overall, not much DR and tons of choices based on what pet is used and what talents you each pick.
- Symbiosis: Unfortunately, hunter is the worst pairing here, as you gain a useless talent from him. You'll be giving it to your healer in this pairing.
- CC Diminishing Returns: Earthbind (talent) and Roots and Frozen Power (talent), Capacitor Totem and Bash. Very few DR issues here.
- Symbiosis: Ele or Enh gain SOLARBEAM!! This is gamebreaking, now having 2 beams for your team every minute. Gaining purge in exchange is huge as well. Resto getting prowl can be big for the opener, as anyone who played with a resto druid knows.
- CC Diminishing Returns: Bash and Fists of Fury and Leg Sweep, Roots and Hamstring
- Symbiosis: You gain a 1 minute disarm (awesome!) and your healer will gain entangling roots or the melee will gain Bear Hug (a mediocre stun that does damage on a 1-min cd). Pairing with either can be great for you, and double bonus if the pairing is with a MW!
How to Moonkin or Which Laser Should I Press??
Moonkin is one of the coolest specs in the game. With the ability to nuke an opponent, heal your teammates, or just apply aoe pressure, the class with the best crowd control in the game offers us the chance to bring a lot of utility, while still bringing the damage. Let's start with the basics:
As a new moonkin, you'll want to know what some of the basics to the spec are. Here are some of the most important spells and abilities:
Starsurge: This is our bread and butter nuke spell. Hardcasting this anytime it's off cool down is pretty much always a good idea and we have a chance at getting instant, no mana cost procs from dot damage to cast it again. Lining up a nice SS hard cast into a SS proc can be some really nice burst.
Moonkin Form: Shifting into form reduces your damage taken by 15%, increase your damage by 10%, and give 5% haste to you and everyone around you - pretty awesome. Try and stay in moonkin as much as possible, especially with the new glyph that allows you to heal in form. Leaving form to heal is only a good idea if you're going to die otherwise or you can line of sight incoming damage (losing the 15% damage reduction is huge)
Eclipse: This is the most important mechanic for being a lazer chicken and ensuring max damage. When you first enter arena, your eclipse bar is in "neutral", or right in the center. If you cast a wrath, it will move towards lunar first. If you cast a starfire it will move towards solar first. Generally speaking, wrath and starfire work opposite of each other. SS will always move you towards whichever direction you're currently going EXCEPT when you first start an arena in neutral - in this instance, if you cast it BEFORE you cast a wrath or starfire it will always move towards solar.
What if I can't cast you ask??? How will I ever see this amazing eclipse you speak of?? Never fear, I have alternatives for you. First off, our PvP 2 piece set bonus (bonus for having at least 4 of the 5 main set pieces) is setup so that when you get hit with a critical strike, you have a chance to gain 20 energy heading towards the direction you are currently going - it has an internal cool down, but you can get to eclipse pretty fast if you're being trained. We also have a great new ability called Astral Communion that allows you to gain energy towards you eclipse while channeling. But how can I channel while running around for my life you ask? Fear not, because our new 4 piece allows us to channel it while moving! You can also use Glyph of Omens if you need more ways of gaining energy, as this will allow you to spam Faerie Fire on your target for energy. Lots of great tools for getting that big damage.
So why does someone want to get into eclipse? Solar and lunar eclipse each add damage to some of your spells. Take a look below for specifics:
Solar Eclipse: Increases damage to SS, Wrath, Sunfire, Wild Mushrooms, Hurricane
Lunar Eclipse: Increases damage to SS, Starfire, Moonfire, Starfall, Astral Storm (same function as Hurricane)
So anytime you hit an eclipse, you want to ensure that you have your dot ticking (Moonfire or Sunfire), cast SS on cd, pop Starfall if you're in Lunar, and ideally cast Starfires (lunar) into your target (assuming you aren't tanking two melee's with a lot of interrupts available. There is much more to the nuances, but we'll get to that shortly - this is just the basics of your "rotation". It’s important to note that Wrath does garbage damage, so it’s almost never worth casting and risking the lockout – there is almost always something more important you can do with utility.
Solarbeam: This spell is what makes us super annoying to the other team. By casting roots and immediately following it up with a Solarbeam on a healer, they are effectively stuck in the beam silenced for 8 seconds till the root ends. Having the ability to follow it up with a second roots is key - and if you are playing with a mage, being able to drop this on top of frozen targets is amazing for catching multiple casters at once. Sometimes, even without roots it's really great to drop on a healer behind boxes, forcing him to step into the open to heal and opening him up to giant CC chains. Being on just a one minute cd makes this a really sick spell. The ultimate pairing is with Vortex, and in RBG’s is actually the most OP cc combo in the game right now IMHO.
What makes this spell really special, is the ability to use it defensively that many people don't fully appreciate. A frost DK standing in it does almost no damage, a Ret can't CC you or do many of his damaging abilities and well placed beam around boxes (like Dalaran Arena) can allow you to really mess up burst from casters as well. Don't be afraid to drop it on a melee thats on you and stand in it if you need to relieve some pressure.
Owlkin Frenzy: This passive is really nice for when you're getting focused to allow you to do more damage. A straight 10% damage increase is nothing to laugh at, and the immunity to pushback is huge if the other team doesn't have an interrupt available - you can nuke away!
Lunar Shower: This talent really gives us the ability to keep doing damage while moving or getting trained and not go OOM. By spamming moonfire or sunfire on a target, you build up three stacks to do more damage and the spell costs very little. It's not the best damage you can do, but helps a lot when you are forced to kite or tank melee.
Wild Mushroom: Detonate: This allows you to blow up the mushrooms you place doing AOE damage. But what is more important is the 50% slow that is put on the ground for 20 secs. for 8 yards around each mushroom. Great for kiting, slowing an escaping enemy or peeling for your team.
1. Focus Macros:
GOOOOOOTTA have those focus macros. So important to be able to keep nuking your kill target while continually spamming clone/roots/hibernate etc. on your focus target. Typical macro for me looks like this:
/cast [nomod] Cyclone
/cast [mod:shift, target=focus] Cyclone
You can change 'shift' to whatever mod you prefer (for me, shift is the most used by far) and there you go! You can now easily just hold shift and hit that same button without switching targets. Make macros like this for the following spells: Solarbeam, Entangling Roots, Faerie Fire (rogues!!), Cyclone, Bash (if specced), Wild Charge (if specced - great to go bear and charge interrupt someone/stun) and Hibernate
I like to setup macros to make it easy to keep rejuv on my teammates. This can done pretty easily in a similar fashion as above, but requires some maintenance if you want good control. I'll show too methods:
/cast [nomod, target=billythemage] Rejuvenation
/cast [mod:shift, target=sammytheshaman] Rejuvenation
/cast [mod:ctrl] Rejuvenation
This will always cast rejuv on Billy when you have no mod, always on sammy when you hold shift, and on either your target if friendly or yourself if enemy targeted (and you have the option turned on in your settings to heal yourself when targeting an enemy). The positive side is you always know who you are healing. The negative is the upkeep if you switch partners a lot.
/cast [nomod, target=party1] Rejuvenation
/cast [mod:shift, target=party2] Rejuvenation
/cast [mod:ctrl] Rejuvenation
This version will always cast on party1 with no mod and party2 with shift held down. The downside of this method is that each time you enter arena party1 and party2 can be switched around. Far less upkeep though, totally up to you.
3. Form macros
Another important set of macros are power shift macros.
#showtooltip Moonkin Form
/cast !Moonkin Form(Shape shift)
Sub in any form there and you now have a macro that when you hit it takes you back into the same form without hitting caster form. This will help you break roots without leaving you vulnerable without your feathers/fur/etc. Make one for bear form, cat form, travel form, and even swim form if you like.
/cast [nostance] !Moonkin Form; [stance:1] !Bear Form; [stance:4] !Travel form; [stance:3] !Cat Form; [stance:5] !Moonkin Form; [stance:6] !Moonkin Form;
This gives you the one button power shift macro, where you can have a single button that power shifts, and other keys for each form. Either way can work, depending on your preference.
4. Trinket macros
This may sound silly, but how many times have you gotten an upgrade, forgot to put it on your bar, went to break out of cc/activate your burst trinket and nothing happened? You can avoid that by having a macro that always uses whatever's in that slot, rather than the specific trinket on your bars.
14 is your bottom slot and 13 is the top. Easy to make one for each.
I'm a big fan of having a single button to press for that burst opportunity - it saves keystrokes which could be valuable when you only have a small window to burst.
#showtooltip Berserking (if you're a troll druid)
In this macro, it casts berserking if you are a troll, uses your pvp burst trinket if it's in the top slot, casts lifeblood if you are an herbalist, and uses your engi glove if you're an engineer. Adjust to fit your race/profs. Since trinket triggers the internal cd on the engineering gloves, you can use this once for all of your big cds, and then hit it again later to just trigger the gloves.
6. Focus Set
This macro lets you mouseover a player and set them as focus. Great for bgs, rbgs, wpvp, or if you don't have gladius in arena
7. Wild Mushroom Leap
#showtooltip Wild Charge
/target Wild Mushroom
/stopmacro [noexists, harm]
/cast Wild Charge
This will allow you to leap up on a z-axis to a mushroom you've placed, if you are running Wild Charge as a talent. Very clutch when you're getting trained.
Those would be my core Moonkin macros. I'm glad to add more if people have good ones - feel free to email me/hit me on twitter! Until then, keep those lazers hot and spicy!
Comp Playstyles #1 – LSD 2.0
This is the first, in what I hope to be a lengthy series of posts on Moonkin playstyle in different 3v3 comps. I thought we’d kick it off with one of the more straight forward (and super fun) comps that is available to us: LSD 2.0
Teammates: Resto Shaman, Affliction Warlock
Ideal Talents: Displacer, NS, varies, Incarn or SOTF, Vortex, Vigil
Symbiosis: Lock will be ideal (he gets rejuv, you get a defensive CD that makes you take less damage and become immune to interrupts for a short time. Shaman is also viable (he gets prowl, you get purge) but less important, since the lock can’t stealth so it won’t be a triple stealth opener.
CC Diminishing Returns: Shadowfury & Bash & Capacitor Totem, Earthbind & Entangling Roots
Playstyle: This comp is your traditional dot cleave. The goal is fairly simple: dot EVERYTHING. I literally mean everything, including pets. The real strength of LSD 2.0 resides in getting everything low gradually, so that the healer just cannot keep up. It’s not uncommon to be playing this comp and to see the entire team die within 10-15 seconds of each other, rather than just killing one player while the others are close to topped off as can usually be the case. Popping Celestial Alignment and trinket early can start to really accelerate the pressure, especially if you toss a vortex/beam onto the healer just before popping it so that the dots can really tick away before they are able to start healing. Ideally your Lock will use Dark Soul at the same time, and you’ll find the pressure to be overwhelming. Incarnation and Nature’s Vigil can be stacked and used almost anytime you’re free to put out more pressure, since you’ll still just be dotting, surging, and casting starfall most of the time.
It’s pretty unnecessary to ever cast in this comp, outside of a rare cyclone or using Starsurge (if for some reason it comes off cooldown without proccing), so it’s pretty new player friendly with very little fear of a lockout. I recommend avoiding cloning unless necessary, as it slows your damage down – obviously you need to evaluate the situation and use it when appropriate (CC’ing a warrior with all his CDs popped should take priority over dotting him). Very little DR on CC here, as well, and almost none of it breaks on damage if you avoid taking Disorienting Roar.
- Avoid the “finish him he’s low!” mentality when playing LSD 2.0. It’s really easy to get caught up with a player that is sub 10% and wanting to finish him off. That’s really not the goal of this comp – if you just keep on dotting and switching, something will eventually die (the damage is literally unhealable). Spamming an instant into somebody to get a kill should be used sparingly, and you should rather turn to other targets to make sure they remain dotted during that time so that everything is still ticking down.
- Shaman can actually do some decent DPS. When targets are getting low, if your healer can cast without fear of a lockout, and assuming your team isn’t super low, make sure they are tossing out a flame shock/lava burst combo every now and again. Lava burst always crits. They should also be using their fire elemental and storm last totem for that little bit of extra damage for the team.
- Use your pillars. It’s pretty easy to step out, dot something, and step back in this comp. Don’t be afraid to kite around pillars, dot and hide, and really play defensively when necessary. Your dots will still be doing damage, even if you are LOS.
Com Playstyles #2 – Dancing With the Stars
This is probably my favorite Moonkin comp to play, and should be VERY powerful this season (s13).
Teammates: Sub Rogue, Disc Priest (although other healers can work)
Ideal Talents: Wild Charge, NS, varies, Force of Nature or Incarn, Roar (defensive) or Vortex (offensive), HOTW (defensive) or Vigil (offensive)
Symbiosis: Both are excellent choices. Rogue gives you Cloak of Shadows if you’re playing against a caster cleave and he gets a damage reduction CD in Growl (his version is different than the Druid version). Priest will be the go to against melee cleaves, as he gets CYCLONE!! and you get Mass Dispel (on a 1 min cooldown). Both are very gamebreaking – if they train the rogue, you have MD to get your healer out of cc; if they train you, your healer can clone without fear of diminishing returns; if they train the healer, you can get the healer out of a clutch HoJ or Strangulate or get the Rogue out of cc so he can peel the healer.
CC Diminishing Returns: Disorienting Roar & Blind & Fear, Pounce & Cheap Shot, Kidney and Bash
Playstyle: This comp is fantastic because it can burst every minute, with the lineup of Solarbeam and Shadowdance (and Force of Nature if you spec it). In the offensive version of the comp (meaning you’re not playing against something that has very front loaded burst like TSG, triple DPS, or KFC) you’ll be picking up Nature’s Vigil and Ursol’s Vortex as well. Every one of these has a one minute cooldown, allowing you to swap onto any low target with stupid burst every single minute. The defensive version of the comp (for when you need to turtle out some huge front-loaded burst) will want to pick up HOTW for some major off-healing and Disorienting Roar or Vortex for another awesome peel cc during the enemy team’s cooldowns.
The opener for this comp will always come out of group stealth from the rogue. Ideally he’ll get a sap on one of the dps, while you open with a root>solarbeam (or Vortex>solarbeam if you’re specced for it) on the enemy healer. This gives you the opportunity for your first Shadowdance (and all 1 minute cds – Starfall, Force of Nature and Nature’s Vigil) on one DPS, while the enemy healer starts falling way behind. Coming out of the sap/solarbeam combo, if you can get a cyclone/blind off on the same too people who were already cc’d, you have a very good chance of scoring a kill.
If you don’t score a kill – DONT PANIC!! This comp is not at all about scoring an early kill. If the enemy is able to stop your kill attempt, then start spreading dots/starfall. This is a good opportunity to pop Celestial Alignment and dot everything (including pets). Your rogue can then swap to whatever target makes the most sense for him (based on positioning, relative health, stun DR) and work on setting up the kill for the next Shadowdance/Solarbeam combo. Make sure you are in Eclipse before your Rogue uses Shadowdance, and you should be scoring kills in no time!
- Supposedly Starfall doesn’t hit cc’d targets in 5.2 – until we see that this is true 100% of the time, the biggest thing to watch out for in this comp is Starfall breaking Sap and Blind. Make sure you are using it wisely (and communicating it well) and that your Rogue is watching for Starfall when he goes for a Blind or Sap (it’s something he’ll become used to as you play the comp more.
- Healer kills are VERY viable for this comp. If you are good about dotting everything during the time between Shadowdance/Solar beam cds, there is a good chance the healer will be sitting at 60-70% when you swap to him. A well timed Garrote>Kidney>Solarbeam/Vortex>Paralytic Stun is horrific for a healer to deal with. If your Rogue isn’t peeled properly through this, the healer could be in for over 20 seconds straight of CC (which he will never survive)!!
- Priest having cyclone can be amazing – but watch out for DR. If you are getting trained all game, this is a great time for your Symbiosis to be on the Priest so he can keep cloning while you are unable to. Just make sure you are communicating your clones, the same way a Lock/Spriest have to do with fears when playing Shadowplay.
- Don’t forget your offheals. Even just tossing out occasional Rejuv’s (especially when you can’t cast because you’re being trained) can be huge for your healer.
Comp Playstyles #3 – Spicy Chicken Cleave
A very fun comp that can do some insane burst when played correctly.
Teammates: Fire Mage, Resto Shaman/Disc Priest
Ideal Talents: WC or Displacer, NS or Cenarion Ward, varies, Incarnation, Vortex, Vigil
Symbiosis: Your healer will be your ideal partner in this comp. The shaman will gain Prowl, allowing a triple stealth opener, while you gain purge (ensuring that everyone on the team can dispel enemy buffs). The priest will gain Cyclone (which is fantastic for ensuring targets are getting cc’d when you are getting trained and can’t cast) and you will gain Mass Dispel on a one-minute cooldown (which can literally be the difference between winning and losing a game when you can get your healer out of cc).
CC Diminishing Returns: Dragon’s Breath & Disorienting Roar; Deep Freeze & Bash & Capacitor Totem & Ring of Frost; Frost Nova & Entangling Roots & Mass Entanglement & Earthgrasp Totem & Frozen Power;
Playstyle: This comp is a hybrid between the previous two (Dancing With the Stars and LSD 2.0), in that you will be dotting everything for maximum spread damage again, but you have that nice burst window every time Deep Freeze is available for your mage. The opener against this team can be pretty nasty if the opposing team stacks up, as you have a large number of AoE cc’s available.
Typical opener for this comp will be to start dotting the entire team, while letting the mage control melee with novas and DB (DB doesn’t break on dot damage!). Since you will be avoiding speccing Disorienting Roar for this comp, the mage should be able to DB on cd without having to worry about diminishing returns. Use Celestial Alignment when you know you’ll have some free time to get dots on everything rolling (including pets) to increase pressure on the opposing team.
Kill attempts will revolve around your Mage. When going for a kill, let the mage deep the target (with the proper mage setup for procs), while you drop a vortex/beam on the healer (if attacking a dps). Fire Mages do nasty damage in a deep if setup right (sometimes 4 instant Pyroblast in a row!), so a properly timed vortex/beam, especially if you can typhoon them back inside, will easily amount to plenty of defensive cooldowns being popped by your enemy – or likely a kill!
- Play defensive – you’re entire team is pretty easy to kill for a decent melee cleave if you get overly aggressive for your kills. Don’t get baited into bad spots just to get a kill, knowing that your mage will have Deep available again in just a few seconds.
- Any target is viable – going on a healer is pretty nasty if you can keep the dps from crushing you while you’re doing it (deep, blanket counterspell, vortex/beam/ring of frost), because of the insane amount of time you can keep the healer from casting while you blow them up. DPS are also good, though, as you can shut down a healer pretty well during your kill attempts with your massive amount of cc.
- Utilize Mass Dispel – despite being on a one minute cooldown (and costing a load of mana), this can be game changing. When the KFC gets a trap off on your priest and are trying to go mongo on your mage, using MD to free your healer will ensure they have their trinket available later on.
- Keep dots rolling – although this comp has awesome burst potential during Deep Freeze, a lot of what makes it so good is the wear and tear that Moonkin dots combined with Living Bomb and Combustion from the Mage can do to the opposing healer who is trying to keep up. Avoid overwriting stronger dots when you can, but just make sure everything is dotted constantly (including pets!).
- Fight pressure with pressure – a lot of time there is the tendency to try and offheal through enemy burst, when really you should be countering them by popping your own cooldowns to push them back. Don’t be afraid to utilize massive cc and pure damage when the enemy goes mongo.
Change Log: Updated for 5.3, 6/7/13
Contributors: Udderly, Snuggli, HackAttack3
Posted Batenx on 15 May 2013 - 02:06 AM
1.1 About me
My name is Douglas, also known as Båten, and I’m a 22 year old dude from Sweden. I’m currently a full time law student, but on my free time (read: when my head isn’t buried in books) I work out and play this addictive game called World of Warcraft. I just finished one of my last seminars this semester, so I figured I’d "celebrate" by writing a Mistweaver Monk guide. I hope you find it useful!
1.2 My Experience
First of all, I’ve been playing this game on and off since vanilla. As arena was introduced in TBC I was still playing my Mage, which was my first character. Ever since season 1 I always ended top 3 on the ladder, but somewhere at the end of season 3 I started playing a Resto Druid and managed to obtain the prestigious Gladiator title in full greens/blues. In the beginning of MoP I made a monk and the rest is history…
As of now I’ve achieved multiple rank 1 titles as a bunch of different classes, including Monk, but I’m focusing on my Resto Druid and Mistweaver Monk.
2 A Mistweaver’s Abilities
If you’re reading this guide you probably have a fair perception of how Mistweaver Monks work and what their abilities do, but for the sake of it I’ll explain what they do, how they work and how to use them. I’m intentionally leaving out a couple of abilities that will be covered under section 3.
2.1 Healing Abilities
Soothing Mist: Their main way of getting Chi. You want to use it as often as you’re allowed to. It’s channeled and has a 30% chance to generate 1 Chi with each tick. Low mana cost.
Surging Mist: A fast, strong, but expensive heal. Similar to Healing Surge for Shamans. It generates 1 Chi and becomes instant when channeling Soothing Mist. Try avoid using it unless you have Thunder Focus Tea activated.
Enveloping Mist: The only heal you are supposed spend your Chi on when playing arena. It’s a strong short HoT ability that costs 3 Chi. Similar to Surging Mist, this one becomes instant when channeling Soothing Mist. Basically, as soon as you have 3 Chi and someone is taking damage, this is what you want to use.
Renewing Mist: Hybrid between Rejuvenation and Prayer of Mending; on the first tick it spreads to a second player, and continues to spread until it has healed a total of 3 players. Despite its high mana cost it should still be used almost on cooldown as it generates 1 Chi. Only 8 sec. cooldown. Works as a trash debuff for your Enveloping Mist. Whenever it gets dispelled you get 1 Mana Tea.
Chi Wave: Talent in the second tier that bounces between friendly targets and enemy targets. The healing portion of Chi Wave is a smart heal, in the sense that it prefers healing low health players. It has a 15 second cooldown and should be used on cooldown, though it can be used preemtively as described above under section 2.
Uplift: A solid AoE heal that costs 2 Chi. Should be used in BGs and RBGs. In arena, you should not spend your Chi on Uplift as Enveloping Mist is a way more effective heal at the cost of 3 Chi.
Expel Harm: 15 sec. cooldown. Probably one of the most underrated abilities for Mistweaver Monks. It heals you for a rather significant amount and has a short cooldown. It also generates 1 Chi, which is huge! Even if you are full hp, you should use this talent on cooldown for the Chi, as it has a low mana cost. In order for you to play as mana efficient as possible, this ability is important. It also deals a low amount of damage to a nearby enemy, but have no fear – it no longer breaks CC!
Healing Sphere: Does a ridiculous amount of healing, but should not be abused as it does not generate any Chi. If you prioritize this one over Enveloping Mist, you’ll end up going OOM. That being said, you should always look for a way to use Enveloping Mist, which sometimes can be tricky considering the amount of interrupts and CC effects in this game. These spheres are especially useful when your party member is stunned as they could be hard to place under a moving target. They also work when the target are in Smoke Bomb, which makes Smoke Bomb next to useless against Mistweaver Monks unless they're in CC.
2.2 DPS Abilities
Jab: A basic attack and generates 1 Chi. Also grants you the buff Muscle Memory, causing your next Blackout Kick and Tiger’s Palm to deal 150% increased damage and restore 4% mana. Basically when dealing damage you want to do every other Jab (Jab -> Tiger’s Palm/Blackout Kick -> Jab -> Tiger’s Palm/Blackout Kick and so on).
Tiger’s Palm: Stacks up the Vital Mists buff, which reduces the cast time and cost of your next Surging mist by 100%. Stacks up to 5 times. Also grants you Tiger Power, which causes your attacks to ignore 30% armor. Tiger’s Palm is the ability that should be used when dealing melee damage as it only costs 1 Chi, whereas Blackout Kick costs 2 Chi. You want to save Chi for Enveloping.
Spinning Crane Kick: Does AoE damage to enemies and AoE healing to friends within 8 yards. Generates 1 Chi if it heals 3 targets. Should only be used to try get enemies out of stealth.
Crackling Jade Lightning: The DPS version of Soothing Mist. A good way of getting Chi if nobody is taking any damage. Does a fair bit of damage and should be used more often than Jab -> Tiger’s Palm in a 3v3 situation as it has a long range and won’t cause you to overextend. Eats Grounding Totem and Spell Reflect.
Transcendance: Similar to the warlock’s Demonic Portal, except you have to replace your portal after you use it. The transfer has a 30 sec. cooldown whereas the portal itself has a 45 sec. cooldown. Should be used to avoid CC. Remember to use 3 Healing Spheres on your portal in the beginning of the game!
On Nagrand Arena you should place the portal behind a pillar. On Blade’s Edge you should always have it behind one of the pillars by the ramp. On Ruins of Lordaeron you should place it in your starting area. However, if your team wants to take middle and you think it’s likely that you will manage to push the enemy team back to their starting area, you should place it by the tomb. On Tol’Viron Arena you should place it by one of the pillars closest to your starting area. You might end up switching it to the other pillar, but you never want to have your portal in the middle of the enemy team. Mistweaver Monks are all about positioning as they have very few ways of avoiding CC.
Nimble Brew: 2 min. cooldown. Clears you of all root, stun, fear and horror effects and reduces the duration of future such effects for 6 sec. Should be used if it can be used instead of your normal PvP trinket.
Thunder Focus Tea: Mistweaver Monks aura mastery on a 45 sec. cooldown. Doubles the healing of your next Surging Mist. Do not feel bad for using a Surging Mist with Thunder Focus Tea activated; it’s the only time you’re supposed to use Surging Mist unless you’re facing a team where mana absolutely won’t be a problem.
Life Cocoon: 2 min. cooldown. Your big ”oh fuck”-button. Encases the target in a cocoon, absorbing around 250k damage in arena and increases all periodic healing taken by 50%. Can be used preemtively; if you know you’re going to eat a CC or blanket silence from the enemy casters with Thunder Focus Tea on cooldown, this can be used to ruin the enemy team’s entire swap.
Revival: Huge instant AoE heal and dispel on a 3 min. cooldown. Used almost like Nature’s Swiftness and can be used on targets out of your line of sight. Also works when a target is in Smoke Bomb. As of 5.4, Revival got nerfed by 30% and will only roughly 110k in arena, which opens up the possibility to use it as a dispel for your partners when they're going offensive.
Fortifying Brew: Increases your health by 20% and reduces damage taken by 20%. Has a 3 min. cooldown, so be careful with what you use it on. I tend to use it when big cooldowns are being used by the enemy team. Try use it before you take damage; the last stand effect is just a bonus unless you’re being locked out.
Zen Meditation: 3 min. cooldown and 8 sec. channel. Interrupted by melee hits. Reduces all damage taken by 90% and redirects to you up to 5 harmful spells cast against your party members. As Mistweaver Monk it’s difficult to use this ability as Counterspell and Spell Lock can be redirected to you when you’re standing behind a pillar and end up with you being locked out on cast. If you’re playing with a Warlock, you can use Zen Meditation as the gates open to ensure a mage can’t stop your Warlock from getting a Demonic Gateway.
2.4 Other Abilities
Summon Jade Serpent Statue: 30 sec. cooldown. The statue will heal the lowest health nearby party member within 20 yards for 25% of the your damage done and when you cast Soothing Mist, the statue will also cast Soothing Mist on an injured ally within 40 yards. Since patch 5.2 it no longer costs any mana, so there is no excuse not to use it! Remember to switch locations if needed. Usually you only have to change position of the statue on Tol'Viron Arena.
Disable: A spamable 50% slow. Similar to the Warriors' Hamstring. If you re-apply it when the enemy is slowed already, it will root them.
Paralysis: A physical, 20 yard range, 4 sec. incapacitate. Double duration if used from behind. Used for CC or to avoid getting CC’d.
Spear Hand Strike: A melee range interrupt on a 15 sec. cooldown. Also silences for 2 sec. if the enemy is facing you when cast. Keep in mind that this the blanket silence is slightly delayed, so use this ability 0.5 seconds before you want the blanket to hit.
Grapple Weapon: The Monk's disarm. Use when enemy melee uses some sort of offensive cooldown, i.e. Summon Gargoyle for Death Knights, Recklessness for Warriors and Berserk for Feral Druids (Feral Druids do 50% less damage while under a disarm effect). It can also be used to stop Hunters from trapping you. Hunters can not use Trap Launcher when they are disarmed, so if you time it well you can get the disarm when they use Scatter Shot and therefore they will be unable to trap you from range.
Provoke: A taunt on a 8 sec. cooldown. It should be on your actionbars as it is the easiest way to eat Grounding Totem.
Tip: Use Disable twice on the target first to immobilize him; it’s much easier to hit an ability with a positional ’requirement’ if the target is standing still.
First tier: Tiger’s Lust is the obvious choice. It clears the target of all immobilizing and movement impairing effects and increases their movement speed. In other words, this basically works as an inferior version of dispel as you don’t have to ’waste’ dispel on roots. It can also be used as a sprint, which is very useful when your Priest or Warlock wants to go for a fear on the enemy team’s healer. Only downside with the talent is the short range (20 yards), but if used correctly it can win you games.
Second tier: Chi Wave is the best, even after the nerf in 5.2. It still does a great amount of healing and can/should be used preemtively, i.e. when you know you’re going to get CC’d and you can’t avoid it. Observe that it breaks traps and other CC effects, so use it carefully!
Third tier: As of 5.4, Chi Brew got buffed. It now has a 45 sec. cooldown and instantly restores 2 Chi aswell as generates 2 stacks of Mana Tea. Has 2 charges. This means you can get two quick Enveloping Mists out whilst regenerating Mana Tea. This is the talent of choice.
Fourth tier: You swap between all talents in this tier depending on what you play and what you're facing. Ring of Peace silences and disarms all enemies within the ring for 4 seconds. Ring of Peace was generally the talent of choice in 5.2, but since 5.3 Ring of Peace shares diminishing returns with other silence and disarm effects, so keep that in mind if you choose this talent. Now in 5.4 it got slightly buffed and it a good choice.
Leg Sweep stuns all enemies within a 5-yard radius of you for 5 seconds. In some cases, this talent can be amazing. This is especially true in 2s when facing DPS/healer comps and you need as much CC as possible to score a kill. Depending on what comp you play and what comp you face, you may find use of this talent in 3s aswell. For the sake of it, I’ll explain how Leg Sweep can be used in the following scenario. You’re playing a comp with very few stuns so you don’t have to worry about putting your partners’ stuns on diminishing returns and you’re facing a Shadow Priest/Mage/healer comp, which is fairly common these days. The enemy Priest will most likely push in on you to get fears as often as you let him. On some maps, such as Ruins of Lordaeron and Blade’s Edge Arena it is difficult to avoid every fear by running away from him as it might completely ruin your positioning. A Paralysis followed up with a Leg Sweep could be just what you need to avoid the fear and still maintain a decent positioning. It is also an excellent stun on the kill target.
And last, but certainly not least, there's Charging Ox Wave. This talent stuns all enemies stuns all enemies in front of you within 30 yards for 3 seconds and has a 30 second cooldown. The use of this talent is endless; you can stop Priests when they're going for fear without worrying about putting yourself in an awkward position and you can stop Scatter into trap combos as Charging Ox Wave has a travel time. If you use it well, you should be able to stun 2-3 enemies every time.
This tier is very interesting because you seem to change it all the time depending on what comp you're playing and what you're facing.
Fifth tier: This is the tier you change depending on what comp you’re up against. Diffuse Magic reduces all spell damage taken by 90% and clears all magical effects on you, reversing them back to their caster. Observe that this talent does not reduce damage taken from UA dispel, so using this one and following it up with a Revival is not the best idea. Been there, done that…
With Diffuse Magic you can reflect a full row of dots back on the enemy caster (Warlock or Shadow priest) and make a hard swap to him. It can be risky, so be careful!
Dampen Harm reduces the 3 next attacks that deal damage equal to 20% or more of your total health in half. Can be used while stunned since patch 5.2. This talent can be taken when facing a team where atleast one enemy can deal more than 80k damage in one hit. Against Death Knights this talent is worthless. But against warriors, rogues, hunters and Fire mages this talent is useful. Dampen Harm is off GCD, unlike Diffuse Magic, so in some cases Dampen Harm could be more valuable.
Healing Elixirs is a passive talent that causes your next Brew of Tea (in this case Mana Tea, Thunder Focus Tea and even Fortifying Brew) to heal you for 15% of your total health. It’s particularly useful against melee cleaves where no enemy can deal more than 80k damage in a single hit. As of 5.4, Healing Elixirs will no longer activate if the Monk is already at full health, and activate automatically when the Monk has less than 35% if their maximum health. This is a huge buff to the talent, and you should really look into using it whenever you feel Diffuse Magic or Dampen Harm won't be a good choice.
Sixth tier: The general choice is Chi Torpedo as it actually does quite a bit of healing on you and the ones you hit when you roll. It no longer breaks your own CC, thank God for that! It also does a tiny amount of damage to enemies and even totems. Though, if you’re up against a Rogue and you don’t want to sit a full Blind followed up by a Sap, you can use Invoke Xuen, the White Tiger preemtively. Yes, it does keep you in combat. I prefer Chi Torpedo. As of 5.4, it now has a pet bar so your pet tiger won't go rambo and break CC anymore. You can also move your tiger manually so can be used to pick up traps against Hunters.
Your glyphs depend on which comp you’re playing and which comp you’re facing, however there are a few specific glyphs we’re going to look into.
4.1 Major Glyphs
Glyph of Life Cocoon: The first obvious choice. Being able to use Life Cocoon while stunned is not only a lifesafer for you, but also for your partners. If you get stunned and you know you’re going to eat an unavoidable follow-up CC, you can use Life Cocoon at the end of the stun and potentially save your partner(s). With this glyph you’re also able to use Life Cocoon when you’re trapped and feared by a Warrior provided he targetted you when he feared.
Glyph of Paralysis: This is my second choice. it could be gamebreaking if you manage to land a full Paralysis without it breaking from dots. However, if I play a comp where we rely on having tons of split pressure but still I need to use Paralysis on cooldown to avoid CC, I might swap it out for Glyph of Renewing Mist. Generally I tend to just keep the glyph and use Paralysis more carefully.
Glyph of Enduring Healing Sphere: My third choice. Basically increases the duration of your spheres, including the mastery ones, by 3 minutes. This is the way to go as you'll have spheres all over the place for you and your partners to pick up.
Glyph of Nimble Brew: This glyph could be useful against a team that you know will tunnel you. If you're not certain they will go for you, it will most likely be a waste.
Glyph of Detox: Could be used in rare situations. For example if you're playing a comp that relies heavily on DoTs and you're facing another DoT team, i.e. when you don't want to remove your partners DoTs because you'll lose a ton of pressure and if you want get that extra heal as you dispel Unstable Afflicted or Vampiric Touch.
Glyph of Mana Tea: It removes the channeling behavior and causes Mana Tea to simply use two stacks (8% mana) instantly, with a 10 second cooldown. Just make sure you use it on cooldown; you don’t want to sit on 20 stacks at the end of a game. As of 5.4, Mana Tea without glyph got buffed and the glyph is no longer mandatory in PvP.
4.2 Minor Glyphs
Minor Glyphs are only for cosmetic purposes, so these glyphs are unimportant. Though, if you must know, I use Glyph of Fighting Pose and Glyph of Crackling Tiger Lightning to look like a badass.
Gemming as Mistweaver isn't difficult. Critical Strike gems is the way to go right now. I have tried Intellect gems aswell but I found that it's not as strong. The reason is simple.
That extra Intellect won’t make a difference when it comes to keeping your partners alive – atleast not in a 3v3 situation. The extra Critical Strike, on the other hand, will make a huge difference. As you know, Mistweaver Monks are very susceptible to CC and if they get a few crits with any of their abilities inbetween these long CC chains it can change the outcome of a game. You also get Mana Tea stacks faster.
Please bear in mind that this is merely from my own experience, but I'm sure any top rated Mistweaver Monk would agree.
Meta: The meta gem of choice is either Ember Primal Diamond, Destructive Primal Diamond or Tyrannical Primal Diamond. It all comes down what you're playing and what you're facing. I got 3 helms with different meta gems.
Blue: 160 Spirit and 160 Critical Strike
Yellow: 320 Critical Strike
Red: 80 Intellect and 160 Critical Strike
Reforging as Mistweaver is fairly straightforward; you go for soft Haste cap (2348 Haste in Stance of the Fierce Tiger) for an extra tick of Enveloping Mist. After that you max out your Critical Strike. Spirit isn't a high priority right now because Mistweaver Monks rarely go oom, but in high rated games you still want to have a solid amount of Spirit, so don't reforge it all away. I suggest you download the AddOn ’ReforgeLite’ to ensure your reforge is as indefectible as possible.
Enchanting your gear has always been very simple, so I won't go into deeper detail than just listing the enchants.
Shoulders: 200 Intellect and 100 Critical Strike
Cloak: 180 Intellect
Chest: 80 All Stats
Bracers: 180 Intellect
Gloves: 170 Haste
Legs: 285 Intellect and 165 Spirit
Boots: 140 Mastery & Minor Speed Increase
Weapon: Jade Spirit
Off-hand: 165 Intellect
The best professions you can have as Mistweaver Monk is BS and JC. These are the only professions that can give you additional Critical Strike rating.
To make this guide as Monk specific as possible, I’ll only mention macros designed for my Monk.
Paralysis: You’re unable to use Paralysis if you’re channeling Soothing Mist unless you interrupt the channel first. To make it all easier for me I added /stopcasting to my Paralysis macro.
/cast [modifier: shift, target=focus] Paralysis; Paralysis
Paralysis Arena 1/2/3: These macros are mandatory for Monks as you can stop the enemy team’s entire opener by stopping the stealther’s first cast. You can also interrupt Night Elves when they try to get a "safe" cast after using Shadowmeld. I also added /stopcasting to these macros so I don’t have to manually interrupt the channel.
/cast [target=arena1] Paralysis
/cast [target=arena1] Paralysis
/cast [target=arena1] Paralysis
Spear Hand Strike: Similar to Paralysis, Spear Hand Strike is unusable when channeling Soothing Mist, so adding /stopcasting to this ability is helpful. I also added /cancelaura Spinning Crane Kick so I can kick people even if I'm spinning around like a ballerina.
/cancelaura Spinning Crane Kick
/cast [modifier: shift, target=focus] Spear Hand Strike; Spear Hand Strike
Grapple Weapon (Disarm): Only reason I made this a macro is because Grapple Weapon can’t be used if you’re channeling Soothing Mist unless you cancel the channel first, so I smply added /stopcasting to make my disarm more effective. When you have the buff Hand of Protection you are unable to disarm enemies, so /cancelaura Hand of Protection is amazing too. As it has a short travel time it’s important to use it as soon as possible.
/cancelaura Hand of Protection
/cast Grapple Weapon
I also have a focus macro for this one as I swap my focus in arena very often.
/cancelaura Hand of Protection
/cast [target=focus] Grapple Weapon
Tiger’s Lust: If you are under the effect of Stampeding Roar or Body and Soul, you can’t use Tiger’s Lust on yourself to break a root. You must first cancel the first movement speed increase effect. No need to add /stopcasting as Tiger's Lust already cancels the channeling of Soothing Mist.
/cancelaura Stampeding Roar
/cancelaura Body and Soul
/cast Tiger’s Lust
7 How To Heal
Healing as Mistweaver is rather simple once you understand how all the abilities work. Enveloping Mist always has the highest priority, but as I mentioned above it could be tricky to find time to use it. Soothing Mist should be used whenever you need Chi and should be used prioritized over the other Chi generating abilities. You still want to use Chi Wave, Expel Harm, Rewewing Mist and Mana Tea on cooldown. Avoid using Surging Mist when Thunder Focus Tea is not activated. Healing Spheres should be used when enemy team has many ways of interrupt you and you can’t risk getting caught on cast. Healing Spheres are also very effective when targets are stunned, as mentioned above under section 6.1. Try save your Revival for when the enemy team uses major cooldowns. It’s a really good way of catching up on healing if you’re having a hard time keeping up with the healing. It should also be used when enemy team has CC for you and you can’t risk going in range to heal your partner because of them having no cooldowns or you having no PvP trinket available.
8 Best Comps For Mistweaver Monks
The best comps for a Mistweaver Monk are Warrior/Mage/Mistweaver Monk, Warrior/Elemental Shaman/Mistweaver Monk, Affliction Lock/Elemental Shaman/Mistweaver Monk, Warrior/Enhancement Shaman/Mistweaver Monk, Death Knight/Hunter/Mistweaver Monk in no particular order.
As sad as it is, there is always a healer better suited for the comp than a Mistweaver Monk, but there are a few comps that work well with a Mistweaver too. I’m not going into how the following comps should be played as it all comes down to what comp you’re facing and which map you get. The general playstyle from your point of view is very defensive, similar to Holy Paladins in previous expansions. Don’t overextend, play it safe, make sure you manage your cooldowns. You want to make it as hard as possible for the enemy team to CC you, but don't sacrifice too much to avoid a CC – try keeping that in mind! Don't rely on your partners to get you out of CC, even if they can.
I have played a countless amount of comps to 2.6k+, but the comps mentioned above are in my opinion the best ones you can play as Mistweaver Monk.
9 Armory Links
Also, I have a stream that you can check out if you want to see some top rated play from a Resto Druid's and Mistweaver Monk's PoV.
Well, that wraps up the guide! If there’s anything specifc you’d like me to add or discuss, or perhaps something I got completely wrong, don’t hesitate to let me know! I will probably update this guide a little bit the following days whenever I have time.
Sidenote: English isn't my native language, so try not to be too harsh on my grammar.
Posted Kettu on 11 May 2013 - 04:05 PM
Hello, I discovered a broken hunter macro that allows you to get 2.4k+ just by smashing one button. I will be sharing it with my suscribers next week! If you figure out the highly advanced macro before that, please don't share it to game developers, or it will get nerfed : S
Posted Zaephyr on 16 April 2013 - 05:10 PM
For some reason if you enter 1234 as promo code it's 90% off @ Razer atm, dunno if it's glitch or whatever
anythings worth it at 90% off
had 20 quid in my paypal so i just got a new headset as im using a 15 pound one atm
Posted Hyuru on 14 April 2013 - 06:53 PM
If it wasn't Rylez, who else played in that team? I can understand that a lot of people here don't like Rylez for certain reasons but always coming up with the story of his team getting accountplayed is just stupid. There is enough proof around that he played his account so maybe some of you guys should shut it and just live with that fact that Rylez was one of the highest rated 3vs3 players last season.
Posted Skoee on 14 April 2013 - 06:50 PM
Posted Shawir on 14 April 2013 - 06:33 PM
Calm your simple mind down, turn your computer off, and mayhaps open a book once in a while? I guarantee it'll do wonders to your lackluster understanding of the English language.
you needed more than 20mins to actually come up w/ a not even semi-proper post
you make me really sad
stand strong palestine
Posted coldeu on 14 April 2013 - 06:26 PM
Another funny thing is that he said he refunded the money on his stream ;D.
Anyways rylez i dont even know you, im just laughing at your cost ;D
Posted Kettu on 14 April 2013 - 06:22 PM
Posted Shawir on 14 April 2013 - 05:45 PM
Posted Shawir on 14 April 2013 - 06:29 PM